void W_Shotgun_Attack2 (void)
{
- asound (self, CH_SHOTS, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
+ sound (self, CH_SHOTS_SINGLE, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_shotgun_secondary_animtime, w_ready);
entity meleetemp;
if(!w_issilent && time - self.prevric > 0.25)
{
if(w_random < 0.0165)
- asound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS_SINGLE, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
else if(w_random < 0.033)
- asound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS_SINGLE, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
else if(w_random < 0.05)
- asound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS_SINGLE, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
self.prevric = time;
}
}